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sparkle-rs: D3D11 Engine written in Rust

Features

  • Deferred Rendering for opaque geometry
  • Transparency with a forward pass on transparent geometry
  • Shadow Mapping with PCSS for directional light
  • HBAO+ by nVidia
  • Normal maps
  • Loading glTF models

Planned

  • Shadow Mapping for other light types
  • Volumetric Light
  • 2D rendering for HUD overlays
  • Screen space reflections
  • Custom scene description storing assets and lights


Left: No SSAO. Right: HBAO+ from nVidia.

Engine written in rust and using DirectX as backend.

Note

All rights to the gameworks SDK belong to nVidia and are subject to the accompanying license.
If you plan on using this source code and don't agree with the terms of nvidia you have to remove all parts referencing any gameworks code and delete the gameworks folder from your device.